Fix critical memory leaks, race conditions, and improve code quality
- Fix memory leaks in match3_gameplay.gd with proper queue_free() usage - Add comprehensive error handling and fallback mechanisms to SettingsManager - Resolve scene loading race conditions in GameManager with state protection - Remove problematic static variables from tile.gd, replace with instance-based approach - Consolidate duplicate debug menu classes into shared DebugMenuBase - Add input validation across all user input paths for security and stability
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@@ -46,7 +46,22 @@ func _update_controls_from_settings():
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language_selector.selected = lang_index
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func _on_volume_slider_changed(value, setting_key):
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settings_manager.set_setting(setting_key, value)
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# Input validation for volume settings
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if not setting_key in ["master_volume", "music_volume", "sfx_volume"]:
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DebugManager.log_error("Invalid volume setting key: " + str(setting_key), "Settings")
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return
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if not (value is float or value is int):
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DebugManager.log_error("Invalid volume value type: " + str(typeof(value)), "Settings")
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return
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# Clamp value to valid range
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var clamped_value = clamp(float(value), 0.0, 1.0)
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if clamped_value != value:
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DebugManager.log_warn("Volume value %f clamped to %f" % [value, clamped_value], "Settings")
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if not settings_manager.set_setting(setting_key, clamped_value):
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DebugManager.log_error("Failed to set volume setting: " + setting_key, "Settings")
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func _exit_settings():
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DebugManager.log_info("Exiting settings", "Settings")
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@@ -81,11 +96,26 @@ func setup_language_selector():
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language_selector.selected = lang_index
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func _on_language_selector_item_selected(index: int):
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if index < language_codes.size():
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var selected_lang = language_codes[index]
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settings_manager.set_setting("language", selected_lang)
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DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
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localization_manager.change_language(selected_lang)
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# Input validation for language selection
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if index < 0:
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DebugManager.log_error("Invalid language index (negative): " + str(index), "Settings")
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return
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if index >= language_codes.size():
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DebugManager.log_error("Language index out of bounds: %d (max: %d)" % [index, language_codes.size() - 1], "Settings")
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return
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var selected_lang = language_codes[index]
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if not selected_lang or selected_lang.is_empty():
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DebugManager.log_error("Empty or null language code at index " + str(index), "Settings")
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return
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if not settings_manager.set_setting("language", selected_lang):
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DebugManager.log_error("Failed to set language setting: " + selected_lang, "Settings")
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return
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DebugManager.log_info("Language changed to: " + selected_lang, "Settings")
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localization_manager.change_language(selected_lang)
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func update_text():
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$SettingsContainer/SettingsTitle.text = tr("settings_title")
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